| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
| |
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|
| |
|
|
|
|
| |
is 1500. If it was longer than 1500, it was being truncated to 1501 characters. This caused an exception and prevented the errors from reaching the console and the user in-world.
|
|
|
|
|
|
|
|
| |
they already exist in the scene
* (ability to give objects new uuids will come later)
|
|
|
|
| |
count is actually a prim local id dispenser
|
| |
|
|
|
|
|
|
| |
Fully defines the equality operators on the lsl types and plubs
in the script engine side of the work begun in 0001616 (aly, this one's for you)
|
| |
|
|
|
|
|
|
|
|
| |
llOwnerSay()
via the newly created Scene.SimBroadcast() call.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Copying, reseting, dragging scripts cause unnecessary recompilation,
slowing down the simulator and filling up the ScriptEngines directory
with compiled .dll and misc. files.
This patch keeps track of compiled assets since the last simulator restarts,
and only recompiles new assets. (editing a script generates a new asset,
so no problems there).
|
| |
|
|
|
|
|
|
|
|
| |
* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
|
|
|
|
|
|
|
| |
script to publish the events anymore.
* Introduces a language(regex) independent event recognizer and publishes the events the script listens.
|
|
|
|
| |
(this took a while to run).
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
|
| |
|
|
|
|
| |
for later removal/replacement.
|
|
|
|
|
|
| |
Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
|
|
|
|
|
|
|
| |
work anyway.
Added js to OpenSim.ini.example.
|
| |
|
|
|
|
|
| |
Added some logging on what is happening during compile.
|
|
|
|
|
|
|
| |
Added option to share script load/unload thread between regions
Added event execution queue size limit
+ some bugfixes from all the changes
|
|
|
|
|
|
|
|
|
|
|
|
| |
OpenSim in 32-bit mode.
Added VISUAL BASIC.NET-support
//cs, //lsl and //vb as first characters of script will determine what compiler is used.
Compile warnings are no longer treated as errors. Script will still run.
Added a few useless and useful config options:
Write script source to harddisk for debug, Default compile language, Allowed compilers (languages), compile in release or debug mode, clean up old scripts on startup
Loads of warnings for incorrect config
|
|
|
|
|
|
|
| |
OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
|
|
|
|
|
|
|
|
|
|
|
| |
Added comments and regions, restructured code
Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG
All modules should now refresh their configuration runtime
Made all logging in ScriptEngine.Common get script name from actual engine
Renamed LSLLongCmdHandler to AsyncLSLCommandManager
Added auto-recover with 5 sec throttle for new MaintenanceThread
|
| |
|
|
|
|
| |
events can use llDetect*-commands to find information about event.
|
|
|
|
|
|
|
| |
* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
|
|
|
|
|
|
|
|
| |
ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
|
|
|
|
|
| |
So loading/unloading of scripts are now done in same sequence as they are called.
|
| |
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
|
|
|
|
|
| |
llResetScript() is now functional. With this patch, Kan-script 0000003 should run.
Noted the llListen(0,"","","") errored due to "" != UUID - patched to set to
NULL_KEY which then works to listen to everything.
|
|
|
|
| |
notice of doom
|
| |
|
|
|
|
|
|
|
| |
extra-super-sure) on script load/unload, removed experimental Grid-scriptengine from compile because of dynamic module loader, and added random string to script filename to bypass module loader file lock.
Please delete your copy of bin/ScriptEngine/OpenSim.Grid.ScriptEngine.DotNetEngine.dll.
|
|
|
|
|
|
| |
* Shortened type references
* Removed redundant 'this' qualifier
|
| |
|
|
|
|
|
| |
* Some propertification and hideousness of fields.
|
| |
|
|
|
|
|
| |
Implemented: llHTTPRequest (queue, thread, etc -- but not actuall call)
|
|
|
|
|
|
|
| |
* There's no libsl reply packet field for it, I guess other channels than 0 makes no sense sending back to clients.
* We do not currently support objects listening, so there's really no way of actually using this feature.
So; somebody please wire chat all the way to the scripts.
|
|
|
|
|
|
|
| |
drop IScriptHost for now and just use SceneObjectPart, given how many of
SceneObjectPart's properties we need for the script engine
|
|
|
|
|
|
| |
will happen on the windows side now that eol-style is correct
|